glTF exporter: optimized anims can now be disabled
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (1, 8, 18),
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"version": (1, 8, 19),
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'blender': (3, 1, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -390,6 +390,15 @@ class ExportGLTF2_Base:
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default=False
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)
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optimize_animation_size: BoolProperty(
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name='Optimize Animation Size',
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description=(
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"Reduces exported filesize by removing duplicate keyframes"
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"Can cause problems with stepped animation"
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),
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default=True
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)
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export_current_frame: BoolProperty(
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name='Use Current Frame',
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description='Export the scene in the current animation frame',
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@ -582,11 +591,13 @@ class ExportGLTF2_Base:
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else:
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export_settings['gltf_def_bones'] = False
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export_settings['gltf_nla_strips'] = self.export_nla_strips
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export_settings['gltf_optimize_animation'] = self.optimize_animation_size
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else:
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export_settings['gltf_frame_range'] = False
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export_settings['gltf_move_keyframes'] = False
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export_settings['gltf_force_sampling'] = False
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export_settings['gltf_def_bones'] = False
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export_settings['gltf_optimize_animation'] = False
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export_settings['gltf_skins'] = self.export_skins
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if self.export_skins:
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export_settings['gltf_all_vertex_influences'] = self.export_all_influences
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@ -874,6 +885,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel):
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layout.prop(operator, 'export_frame_step')
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layout.prop(operator, 'export_force_sampling')
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layout.prop(operator, 'export_nla_strips')
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layout.prop(operator, 'optimize_animation_size')
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row = layout.row()
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row.active = operator.export_force_sampling
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@ -57,6 +57,7 @@ EMBED_IMAGES = 'gltf_embed_images'
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BINARY = 'gltf_binary'
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EMBED_BUFFERS = 'gltf_embed_buffers'
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USE_NO_COLOR = 'gltf_use_no_color'
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OPTIMIZE_ANIMS = 'gltf_optimize_animation'
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METALLIC_ROUGHNESS_IMAGE = "metallic_roughness_image"
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GROUP_INDEX = 'group_index'
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@ -318,6 +318,9 @@ def gather_keyframes(blender_object_if_armature: typing.Optional[bpy.types.Objec
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keyframes.append(key)
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if not export_settings[gltf2_blender_export_keys.OPTIMIZE_ANIMS]:
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return keyframes
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# For armature only
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# Check if all values are the same
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# In that case, if there is no real keyframe on this channel for this given bone,
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